Gravity is intentionally exaggerated in our games.  Real-world gravity
is ~386 in/sec^2.

There are many factors which appear to affect the user perception of
gravity relative to the rest of the game's presentation.  I'd love to
see some kind of research on this topic but I've yet to find any.  Based
on the testing we've done with our games we've found that exaggerated
gravity is necessary - real world gravity makes objects in the game
appear too light and/or too slow.  Also note that we have a simple
simulation of air resistance in our games.  If you're trying to make a
simulation using Source match up with a specific set of calculations
you'll want to include air resistance or disable our simulator (set the
air density to zero).

The engine is doing a rigid body simulation that can be configured to be
reasonably close to reality for objects that behavior like ideal rigid
bodies.

Jay



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
> Sent: Monday, April 09, 2007 10:43 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] physics validation
>
> --
> [ Picked text/plain from multipart/alternative ] Hi all,
>
> Our mod is a tool for teachers to create event-driven games
> for their students.  We need to evaluate the Source physics
> engine to determine if teachers can create physics problems
> with their games (i.e. there is an object with x mass, apply
> y force vector to that object, it will go z distance).  Has
> anyone done tests to evaluate how closely the physics engine
> emulates real life?
>
> Also, the gravity constant is set for either 600 or 800
> in/s^2.  What was the design logic behind making this
> different from Earth gravity by default (or have I done my
> math wrong and it is the same)?
>
> Thanks!
> --
>
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